Hugo general Thread

Gonna ask again:
How do I tackle fireball zoning with Hugo who seems to have almost no answer to being held back at mid-to-far screen?

Hugo st rh whiffs crouching characters??

The only thing that seems remotley reliable is to work in with focus dashes until in range of his ST.Hp, ST.Mp, CR.Mk, you could also try EX lariat/EX MS 50/50 at those ranges though im not really sure about its viability atm.

Just fyi on the honda matchup but you can air grab him out of headbutts.

i’m not seeing the honda matchup being a good one, really. stand jab seems to be the only thing to stuff headbutts, and that’s from a decent range away. no idea how to deal with headbutts on block, at all.

Canceling standing LP to LP Clap should be a frame trap?

Well, use U2 or EX(maybe even LK) BB against headbutt and buttsplash.
Should beat them clean.

Sagat player here going to pick up Hugo. What are some of his aa?

st.hp (armored) , ex back breaker, u2

every match feels unwinnable with hugo. Bottom 10 hands down imo.

The inputs are so screwed up as well, getting backbreaker every time I need lariat and lariat every time I need backbreaker. Impossible to dash foreward lariat .

Capcom sure screwed this dude with imput leniency. So fucking mad

Let go of your forward from the dash immediately. That should help.

I agree with the overlapping inputs, but that’s mostly because I haven’t played properly in like… a long time xD I’m thinking if your inputs are on point it should be fine. We all just need more Hugo practice.

I had a long set with my housemates Honda last night. He’s mostly maining Honda atm. Even though at one point it was about 2-12, I still didn’t feel like it was too much in his favor (it was mostly me being anus with Hugo). I beat out a lot of headbutts with a well time st.MP and cr.MP, not the ex of course. This forced him to jump, but he didn’t get far when I had ex backbreaker. Hugo can also beat out ex headbutt and most DPs with body splash, unless they time it nice and late on his jump in.

Also how in the WORLD do you guys time claps??? it literally feels bugged.

Cannot get hclap -> mclap consistently at all. timing is the most bizarre feeling thing in this game

I don’t have that much problem except not doing the full up motion for ms but that’s not hard to get used to. Also dash hcf for your lariats but why are you doing dash lariat really.l As for claps if you’re having a hard time just mash it. It works pretty easily that way. Hugo actually does really well vs high pressure characters to the point where they play scared or try to jump away frombcmd grabs and you just snatch them up.

Anyone have some tips on the actual timing? I know you can mash but I hate doing that.

I double tap MP clap the instant HP clap hits, and then double tap LP clap slightly after MP clap hits, then plink down lk with lp waaaay after lp clap hits

so ultra david put up a video of the kara throw. he’s using ex ultra throw.

In storm kubo’s video he’s using LK only. Has anyone messed with either of these? perhaps the LK plink removed for console version?

You do a lot of walking, and a lot of blocking. Seriously, when in doubt, there is NO shame in taking a bit of chip damage on a block in a situation where Focus dashing, clapping, dd+MK, jumping, or super would be too risky. If you BLOCK 15,000 Tiger Shots during a match with Sagat for being a bit too patient, that’s STILL better than getting HIT by 15,000 Tiger Shots because you were unwilling to wait at all. The most important thing you can gain in these matchups is ground, even if it’s only a step or two forward before back to blocking.

The idea is that you tolerate this grueling chip game at neutral so that you eventually corner your opponent with a small enough life deficit (or, if you read/guess well at neutral, a large enough life lead) that your punishes on your opponent’s escape attempts will put you at a big life advantage, that you can defend by keeping the opponent in the corner. Let me emphasize – if you have the life lead AND the corner, there’s no need to be a hero and go in and grab unless your opponent clearly demonstrates that they’re too scared to do anything but block. Your primary corner control is to be ready to anti-air at any time (usually with EX Backbreaker or Megaton Press, although other situational tools may be available) and to space yourself so that you can safely counterpoke and bait reversals.

Your job as Hugo is to preserve your life, because it underscores how much damage you can do when you finally get into range to do so. Not just by grabbing, but also by counterpoking with his powerful MP attacks. If you’re at midscreen and have a big life lead from getting some counter-hit strongs on Juri, that’s okay! Creep carefully on her but don’t be a hero trying to charge her. Just try to preserve your life lead while choking off her airspace with slow, careful advances.

Above all else, this is the IRONCLAD rule of Hugo: if you have 1 EX bar, your opponent should never, ever, ever be able to jump at you.

Jump away from you, that’s sometimes okay, because at least they’re moving backwards. But AT you? ***NEVER.***EX Backbreaker is too fast, too invulnerable, and too easy to buffer (just swish d,df from crouch! Hugo won’t even visually FLINCH!) to not be used EVERY time you see the opponent jump at you. This should be the first thing you practice with Hugo, not just grab setups and combos. Hugo is DON’T JUMP, the character. (If he has Megaton Press, he becomes DON’T JUMP, the character.) You need to be able to snatch them at every available opportunity. Jumping at you needs to NEVER be an option. This is absolutely crucial if your ground game is going to be anything vaguely resembling scary.

I do Hp clap, and then i do the motion for MP clap press 2-3 times and i get the timing. same for Mp to LP clap. The timing is really off, but im used to it now.

When I do the clap loops, I do half circle back then hit Mp, I feel that that half circle instead of corner circle helps immensely with my timing.